Slow Decline by Ntimi

* *He curiously approached the hole. **
* *The voices ordered him to go further. **
* *And thus began his slow decline. **
* *“This Presence… Something is calling me… Onward now, don’t be hesitant.” **
* *He found himself in a realm of darkness, enveloped by an overwhelming foulness. **
With this, your adventure begins. You're a Scientist and Explorer. Who is commanded by a strange force. It calls you to go deep down in the depths and explore the dark realms of an unholy place filled with creatures. But you are not helpless. As you explore, you uncover an ancient magic which helps you survive the depths.
Are you ready to explorer and prepared to die?


Ratings
| Overall | 696th | 3.16⭐ | 27🧑⚖️ |
| Fun | 736th | 2.86⭐ | 27🧑⚖️ |
| Innovation | 816th | 2.46⭐ | 27🧑⚖️ |
| Theme | 559th | 3.462⭐ | 28🧑⚖️ |
| Graphics | 231th | 4.074⭐ | 29🧑⚖️ |
| Audio | 449th | 3.135⭐ | 28🧑⚖️ |
| Humor | 502th | 2.65⭐ | 22🧑⚖️ |
| Mood | 548th | 3.4⭐ | 27🧑⚖️ |
| Given | 35🗳️ | 37🗨️ |
I liked the overall visuals of the game, more particularly the color palette and the main characters sprite, even though his walking animation was too slow compared to his movement speed. It also looks like you put a lot of effort in the opening scene of the game, which I appreciate.
Gameplay wise, the movement was functional, but I don't know how to explain it, maybe the height of the character was too big for the level design? something felt slightly off. Also, I think there was a bug with the hit flash effect, it would only get triggered the first time I hit something and some enemies sprite were stuck at being fully white from the beginning before even getting hit. This made it feel like the hits were not connecting. Sound effects would have made a difference if you had managed to squeeze them in the last moment. The level design was also nice, I knew where to go without feeling like I was playing a corridor game.
Overall, a very competent Ludum Dare submission :clap:
It's fantastic to add controller support, that always deserves huge kudos for a jam. That said, I wasn't able to use the controller to actually start the game - pressing "A" on the main menu just brought me to a gray screen with nothing happening. Having your menus work with the controller is critical. It can be a bit tricky in Godot - you have to make sure that your buttons have a clear "focused" state in the theme, and then call `button.grab_focus()` whenever a menu is presented to give the controller the ability to navigate menus. I also like to bind "A" (on xbox controller at least) to the "ui_accept" default action in the input map, which lets you trigger buttons with the controller the same way you would a mouse.
The second thing I'll mention is the lack of proper fullscreen and mouse cursor capture. The game is super pretty, I would've loved to be able to see it in proper fullscreen! This comes down to project settings in Godot. I typically export my jam games in a borderless windowed state, and include some code for the somewhat universal "alt + enter" key combination to toggle between that and windowed mode. This is very easy to accomplish with the Godot DisplayServer. It also would be great to hide the mouse cursor when in game for maximum immersion!
The last thing I'll note is the audio - the sounds you have are great and contribute a lot to the overall atmosphere, the only issue I have is just that there aren't enough of them. Random things seem to be missing sound, like the player attack and footsteps. If you really want to bring this thing to the next level, getting full sound effect coverage is crucial.
Anyways, I hope I wasn't too harsh or explaining things you already know - I just felt a huge amount of potential in this one and wanted to share my thoughts! It's evident that you are an experienced team, and I'm excited to see what you guys make next. Congrats on the solid entry, and let me know if you have any questions about the Godot things I mentioned above, I'd be happy to further explain some things if you like!
Congrats on making the deadline with an ambitious project!
Several of the enemies would appear completely white when first encountered and I wasn't sure if it was an indicator of something or a visual bug.
Not too hard, but required engagement.
I'm an audio guy so some notes on that:
SFX on the vocal in the intro was excellent.
Audio feedback on attack and hits would have been really helpful (ideally on every action of course, footsteps would add vibe).
Gameplay itself wasn't the most engaging - there was a bit of clumsiness with jump height and things like that. I didn't totally understand how attacking effected movement. Not trying to be too critical - I know how it is with the limited time.
There's a glitch where enemies started totally white (until hit) after a few levels.
Great job!
However, I like the artwork and the overall atmosphere. it was easy to get started and the power ups fit in well.
I do really like the overall atmosphere, very much supported by the graphics and the intro, and subtle things like the camera panning into the direction the game wants you to proceed.
I guess if I have a point of criticism it's in the linearity? Not just in the level design, also in the way you have to approach everything, while the general speed of the game, and its vibe suggest a more strategic approach -- I think that's also why you got at least one person above saying they lost all motivation when starting over.
Does the boss have two phases in this game? I kind of defeated the boss, they showed me the ending, and then the boss fight started all over again, I killed the boss a second time, and only after that the credits rolled :)
But overall - nice job